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Ideas for Augments!


Maf
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Challenges just bring out people with OP drones and alterations, and since we can't just remove challenges or make a separate MM button for challenge participants, here's idea C:

 

Add protection modules that provide up to 25 to 30% additional protection against specific alterations, with 9 to 12 slots.

 

Encountered a fire alteration user? Equip the appropriate alteration protection module, and they'll now deal less normal damage and less burning damage and you won't be as heated up.

 

Encountered a freeze alteration user? Equip the appropriate alteration protection module, and they'll deal less normal damage and you won't be as frozen.

 

Mine alteration? They'll deal less damage normal and mined.

 

And so on and so forth.

Topic Merged 

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Seems kinda like Rico without the bounce. It's a fine idea, but what new things does it add (besides meaning you buy an alt not a new turret  :ph34r:)

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With the 0.5 reload, you'd have the highest dps in game, higher than even incendiary mix firebird with an insane 1410 (DD kill an heavy in 3 shots..), this means you get a whooping 7050 damage over 4.5 seconds, meanwhile ricochet gets 5000 over 14 seconds.
So, by the time ricochet has been able to shoot its entire 28 shots "clip", counting the reload that happens inbetween bullets, shaft has already shot all the projectiles, reloaded, and shot them all again, totaling a 14100 damage.

 

Otherwise with 1 second that puts it on par with ricochet (Actually 5 dps higher than rico, at 705 vs 700), as they have identical max/min ranges, however shaft has hitscan projectiles, that have technically infinite range, ricochet's bullets disappear instead.

 

Reload: This shaft would reload 10 shots in 5 seconds, as you did not state any changes to energy recharge times.

Ricochet on the other hand, takes 12 seconds to reload 10 bullets. This is heavily in favor of shaft.

They have identical impact force, too... So it seems the only thing rico's got going for it is the vertical auto aim, and the rotation speed.

 

So in the end, this "alteration" would entirely replace ricochet, leaving nothing but a memory of the once famous weapon. Do you want eagle modules literally everywhere, as they are for thunder?

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I agree with @XxStriker. And it seems too similar to Rapid-Fire Mode as it focuses on the arcade shots more. 

 

What should be added is a damage decrease to the arcade shots and a decrease to the energy recovery rate (a decrease in the reload speed), as well as keeping the shot reload at at least 1 second.  

 

Obviously, no sniping shots, especially with the 10% sniping damage buff, would be a pretty big loss in some maps. But being able to dish out that much damage in that little time might make Ricochet a poor choice compared to this, since Eagle modules are less common than Lion modules, as well as the other points XxStriker mentioned.

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I agree with @XxStriker. And it seems too similar to Rapid-Fire Mode as it focuses on the arcade shots more. 

 

What should be added is a damage decrease to the arcade shots and a decrease to the energy recovery rate (a decrease in the reload speed), as well as keeping the shot reload at at least 1 second.  

20% damage decrease?

 

1 second pause b4 firing another shot?

 

160 energy recharge per second?

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20% damage decrease?

 

1 second pause b4 firing another shot?

 

160 energy recharge per second?

More like a 30% damage decrease, so that with double damage, it could kill a medium hull in the same time as a Stock Shaft. 

 

1 second before firing another shot, yes. 

 

More like 142 energy recharge per second so that M4 Shaft would reload its shots in 7 seconds. 

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More like a 30% damage decrease, so that with double damage, it could kill a medium hull in the same time as a Stock Shaft.

 

1 second before firing another shot, yes.

 

More like 142 energy recharge per second so that M4 Shaft would reload its shots in 7 seconds.

 

What about 25% damage decrease?

 

142 Energy recharge is ok.

Edited by FrozenRailgun

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Related to the old rumored freezing magnum alt, i do think magnum needs an alt

  Please tweak this i am not good at alt creating.

Cryo Cannon

 

Brigadier cost 140k

In effect it should do a little bit more than a thunder round  with freeze effect but also with the hassle of the weird aiming system. However for those who can aim well,  reload is also improved. Utmost important in ctf defense when used by a pro.

   

   Shots will freeze targets for 1.15 second, reducing speed by 80%. Applies to all blast targets, and  within max damage range will have their accel. reduced by 20% as well ( a nerfed version of freeze side effect)

    Reload time decreased by 15%

 

     Minimum damage range reduced by 40%

     Damage reduced by 25%

Something you need to know about temperature in Tanki.

 

After reading the information, you'd understand the changes that would be needed to be made here. 

 

It would be more understandable if the % of minimum temperature the targets within the radius gets is linear to where in the radius they are. So players within 2 metres of the initial blast would be frozen for 50% of minimum temperature, and players at the edge of the radius would be frozen for 10% of minimum temperature. 

 

Everything else seems fine for now. 

 

 

 

 

   

  

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as a guy who likes sniper mode one of the things snipers must do is hide in unexpected places , the tank barriers prevent us from crawling into narrow wooded areas , i think a tank should be able to blow up tank barriers  and go through them once destroyed  a sniper with no cover is a sitting duck . no fair limiting our ability to hide.  barriers could be re set after a life is lost by the tank that blew down the fence. it may take several shots to destroy one giving other players time to squash us before we hide ... 

Edited by SaltyDoggie

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I have an idea for a new Thunder alteration, it still needs to be reviewed though.

 

  • Name: Explosive rounds
  • Description: Shells are equipped with highly explosive material that significantly increases their blast radius. The rate of fire for such rounds was found to be unsustainable.
  • Advantage: Average splash damage radius is increased by 80%
  • Disadvantage: Reload time is increased by 35%
  • Rank unlock: Major
  • Price: 90k crystals

My personal reason for this alteration?

Thunder only has 3 alts, two of which directly influence the rate of fire, basically doing the same thing, and a third which simply disables self-damage in compensation for no splash damage. There isn't any alteration that affects its damage radius, which I believe is a defining feature of Thunder, since its main selling point is the ability to damage several enemies at once and take down targets behind cover.

 

How will this alteration work?

It will increase Thunder's average splash damage radius from the current 5 meters to exactly 9 meters, which means (based on my understanding of the mechanism) that it will retain 90% of its damage until 9 meters, after that mark the damage will linearly decrease until it reaches 25% weak damage at 12 meters, beyond 12 meters no damage will be dealt. If you need more information about how damage ranges work, then I suggest you view the wiki for Thunder. The downside here is the noticeable reduction in reload rate, giving an M4 Thunder a reload time of 3.1 seconds, and a DPS approximately 26% lower than a stock Thunder.

 

What will it look like?

The animation would be that of a large explosion, with the same magnitude as Magnum's blast, but looking more similar to that of Thunder, just to distinguish it from Magnum's shots. The explosion will be an indication of the presence of ER Thunders in the battle.

 

What will this alteration accomplish?

Thunder's damage radius will exceed that of Magnum's, but will not reach the level of Gauss, thus placing Thunder in the middle of the spectrum. Players will now be able to damage more tanks with Thunder's splash damage, and hitting tanks behind cover will be more convenient. Thunder players could be assigned to take down the snipers of an enemy team, potentially helping teammates during crucial moments of the match. However, Thunder players would need to take caution in avoiding direct confrontation with other enemies, since their DPS is now lower than that of Smoky.

 

Did you consider non-Thunder users?

Yes, the slower reload rate will give unsuspecting enemies more time to change their locations, it all depends on how they react.

 

Will Thunder still be a practical weapon?

I hope so, the reload nerf isn't that harsh, so players shouldn't feel too discouraged. The damage is unchanged, only the DPS, to prevent the possible exploit of such an alteration while also giving Thunder users the thrill of dealing their usual high damage per shot.

 

 

If there's anything you feel must be changed in this alteration to make it more balanced, please point it out to help me enhance this idea.

Edited by Michael828

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I have an idea for a new Thunder alteration, it still needs to be reviewed though.

 

 

  • Name: Explosive rounds
  • Description: Shells are equipped with highly explosive material that significantly increases their blast radius. The rate of fire for such rounds was found to be unsustainable.
  • Advantage: Average splash damage radius is increased by 80%
  • Disadvantage: Reload time is increased by 35%
  • Rank unlock: Major
  • Price: 90k crystals
My personal reason for this alteration?

Thunder only has 3 alts, two of which directly influence the rate of fire, basically doing the same thing, and a third which simply disables self-damage in compensation for no splash damage. There isn't any alteration that affects its damage radius, which I believe is a defining feature of Thunder, since its main selling point is the ability to damage several enemies at once and take down targets behind cover.

 

How will this alteration work?

It will increase Thunder's average splash damage radius from the current 5 meters to exactly 9 meters, which means (based on my understanding of the mechanism) that it will retain 90% of its damage until 9 meters, after that mark the damage will linearly decrease until it reaches 25% weak damage at 12 meters, beyond 12 meters no damage will be dealt. If you need more information about how damage ranges work, then I suggest you view the wiki for Thunder. The downside here is the noticeable reduction in reload rate, giving an M4 Thunder a reload time of 3.1 seconds, and a DPS approximately 26% lower than a stock Thunder.

 

What will it look like?

The animation would be that of a large explosion, with the same magnitude as Magnum's blast, but looking more similar to that of Thunder, just to distinguish it from Magnum's shots. The explosion will be an indication of the presence of ER Thunders in the battle.

 

What will this alteration accomplish?

Thunder's damage radius will exceed that of Magnum's, but will not reach the level of Gauss, thus placing Thunder in the middle of the spectrum. Players will now be able to damage more tanks with Thunder's splash damage, and hitting tanks behind cover will be more convenient. Thunder players could be assigned to take down the snipers of an enemy team, potentially helping teammates during crucial moments of the match. However, Thunder players would need to take caution in avoiding direct confrontation with other enemies, since their DPS is now lower than that of Smoky.

 

Did you consider non-Thunder users?

Yes, the slower reload rate will give unsuspecting enemies more time to change their locations, it all depends on how they react.

 

Will Thunder still be a practical weapon?

I hope so, the reload nerf isn't that harsh, so players shouldn't feel too discouraged. The damage is unchanged, only the DPS, to prevent the possible exploit of such an alteration while also giving Thunder users the thrill of dealing their usual high damage per shot.

 

 

If there's anything you feel must be changed in this alteration to make it more balanced, please point it out to help me enhance this idea.

I can't help but feel that many people won't use the alteration. Because they're just flat out ignorant.

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I have an idea for a new Thunder alteration, it still needs to be reviewed though.

 

  • Name: Explosive rounds
  • Description: Shells are equipped with highly explosive material that significantly increases their blast radius. The rate of fire for such rounds was found to be unsustainable.
  • Advantage: Average splash damage radius is increased by 80%
  • Disadvantage: Reload time is increased by 35%
  • Rank unlock: Major
  • Price: 90k crystals

My personal reason for this alteration?

Thunder only has 3 alts, two of which directly influence the rate of fire, basically doing the same thing, and a third which simply disables self-damage in compensation for no splash damage. There isn't any alteration that affects its damage radius, which I believe is a defining feature of Thunder, since its main selling point is the ability to damage several enemies at once and take down targets behind cover.

 

How will this alteration work?

It will increase Thunder's average splash damage radius from the current 5 meters to exactly 9 meters, which means (based on my understanding of the mechanism) that it will retain 90% of its damage until 9 meters, after that mark the damage will linearly decrease until it reaches 25% weak damage at 12 meters, beyond 12 meters no damage will be dealt. If you need more information about how damage ranges work, then I suggest you view the wiki for Thunder. The downside here is the noticeable reduction in reload rate, giving an M4 Thunder a reload time of 3.1 seconds, and a DPS approximately 26% lower than a stock Thunder.

 

What will it look like?

The animation would be that of a large explosion, with the same magnitude as Magnum's blast, but looking more similar to that of Thunder, just to distinguish it from Magnum's shots. The explosion will be an indication of the presence of ER Thunders in the battle.

 

What will this alteration accomplish?

Thunder's damage radius will exceed that of Magnum's, but will not reach the level of Gauss, thus placing Thunder in the middle of the spectrum. Players will now be able to damage more tanks with Thunder's splash damage, and hitting tanks behind cover will be more convenient. Thunder players could be assigned to take down the snipers of an enemy team, potentially helping teammates during crucial moments of the match. However, Thunder players would need to take caution in avoiding direct confrontation with other enemies, since their DPS is now lower than that of Smoky.

 

Did you consider non-Thunder users?

Yes, the slower reload rate will give unsuspecting enemies more time to change their locations, it all depends on how they react.

 

Will Thunder still be a practical weapon?

I hope so, the reload nerf isn't that harsh, so players shouldn't feel too discouraged. The damage is unchanged, only the DPS, to prevent the possible exploit of such an alteration while also giving Thunder users the thrill of dealing their usual high damage per shot.

 

 

If there's anything you feel must be changed in this alteration to make it more balanced, please point it out to help me enhance this idea.

 

I can actually see this working. 

Edited by TheCongoSpider
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I can't help but feel that many people won't use the alteration. Because they're just flat out ignorant.

I would most likely still use sledgehammer... Since it nearly has 2x the dps of this suggestion... And you know 2 shotting an hornet in under 2 seconds or in over 3 can cost your life.

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I would most likely still use sledgehammer... Since it nearly has 2x the dps of this suggestion... And you know 2 shotting an hornet in under 2 seconds or in over 3 can cost your life.

I'd just still use stock thunder, I don't like using something that's broken like sledgehammer, unless the devs do something that's crazy enough to make me decide to get it.

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So as everyone knows, sledgehammer is a direct upgrade above stock thunder, still. That's because it only gets a 95% range of max damage nerf and not a nerf of average damage or min damage ranges.

 

So my idea to hopefully balance this turret out is to nerf the damage it inflicts via splash by maybe 50 or 60%.

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I would most likely still use sledgehammer... Since it nearly has 2x the dps of this suggestion... And you know 2 shotting an hornet in under 2 seconds or in over 3 can cost your life.

I'd personally choose this alteration if the battle was characterized by groups of tanks in close proximity to each other, like in CP and assault, or in maps with many walls that can be utilized for splash damage.

 

If you believe the reload time setback should be slightly reduced, or the damage radius increased further to be comparable to that of Gauss, please let me know.

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Nerfing damage isn't a fun way to balance a turret, but I proposed a different solution.

 

At the moment the biggest issue is that while the 95% max range nerf seems like a lot, but it only means that at medium-long range Thunder will deal around 50% damage, as opposed to 100% with normal settings. Considering the increased fire rate, that's still the same Thunder with just a bit less DPS, while at close range (which is actually where most fights happen) it's an absolute beast, and at super long range it's still better than default Thunder, because both default and sledge are shooting with minimal damage, but sledge still has a higher firing rate.

 

Anyway, my alternative suggestion was to to nerf Sledgehammer's minimum damage and thus make it completely useless at long range. This means that at any range beyond medium, Sledgehammer Thunder will basically deal zero damage (or maybe 5% or something), effectively turning it into a close range turret like Twins or Hammer. I discussed it with Hazel, and he agreed with the idea, so we might see something like that being done in the future.

 

But I agree that so far his attempts at nerfing this alt were not every effective.

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Nerfing damage isn't a fun way to balance a turret, but I proposed a different solution.

 

At the moment the biggest issue is that while the 95% max range nerf seems like a lot, but it only means that at medium-long range Thunder will deal around 50% damage, as opposed to 100% with normal settings. Considering the increased fire rate, that's still the same Thunder with just a bit less DPS, while at close range (which is actually where most fights happen) it's an absolute beast, and at super long range it's still better than default Thunder, because both default and sledge are shooting with minimal damage, but sledge still has a higher firing rate.

 

Anyway, my alternative suggestion was to to nerf Sledgehammer's minimum damage and thus make it completely useless at long range. This means that at any range beyond medium, Sledgehammer Thunder will basically deal zero damage (or maybe 5% or something), effectively turning it into a close range turret like Twins or Hammer. I discussed it with Hazel, and he agreed with the idea, so we might see something like that being done in the future.

 

But I agree that so far his attempts at nerfing this alt were not every effective.

Ouch. 5% weak damage seems rather torturous, don't you think? They might need to test that in the Test Server first. 

 

Did he say how exactly this alteration was supposed to change the player's playstyle? The best I can see that doing is forcing them to fight closer battles. But they fight it at all ranges. And then you have the discrepancy between Small Calibre Charging Machine and Sledgehammer Rounds when using it with Viking's Overdrive.

At M4, SCCM shoots the same number of shots as Stock Thunder, which is 12. So essentially, that's a downgrade with Viking's Overdrive compared to Stock Thunder. But then you have Sledgehammer shooting 16 times, 4 more projectiles during that time. It only shots ~6% faster than SCCM yet that gets an entire 4 more shots. That is cause for a complaint of inconsistency and illogicality.  Can you discuss this with him as well? 

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Ouch. 5% weak damage seems rather torturous, don't you think? They might need to test that in the Test Server first. 

 

Did he say how exactly this alteration was supposed to change the player's playstyle? The best I can see that doing is forcing them to fight closer battles. 

I meant 5% weak damage only for the alteration, while standard Thunder remains the same. "Sledgehammer" is specifically made for close range engagements, so if people buy it and use it, no one is forcing them to fight closer battles - it's completely their choice. And if the 5% weak damage is too much of a nerf, perhaps all the previous Sledgehammer nerfs could be reverted in order to compensate.

 

And then you have the discrepancy between Small Calibre Charging Machine and Sledgehammer Rounds when using it with Viking's Overdrive.

I remember when ODs were still in development, Hazel said that for the duration of Viking's OD the turret's parameters will revert to standard settings in order to balance it out. I think that's was the correct decision, but for some reason they decided to actually include some of the alteration effects in the end, which ended up causing this discrepancy. I don't get the logic there tbh.

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I meant 5% weak damage only for the alteration, while standard Thunder remains the same. "Sledgehammer" is specifically made for close range engagements, so if people buy it and use it, no one is forcing them to fight closer battles - it's completely their choice. And if the 5% weak damage is too much of a nerf, perhaps all the previous Sledgehammer nerfs could be reverted in order to compensate.

I knew it was for Sledgehammer only. That still felt like a lot. 

 

Force wasn't the right word but what I meant was in order to be the most efficient, they'd have to fight close range battles. Since efficiency gets you rewards, they'd do what they can be efficient. 

 

I remember when ODs were still in development, Hazel said that for the duration of Viking's OD the turret's parameters will revert to standard settings in order to balance it out. I think that's was the correct decision, but for some reason they decided to actually include some of the alteration effects in the end, which ended up causing this discrepancy. I don't get the logic there tbh.

The only thing I remember hearing about something like that was when they were talking about Autocannon Smoky. They said that it would revert Autocannon Smoky to Stock Smoky when used wit Viking's Overdrive. It is like that for the firing rate but not for the damage, as the damage is still decreased with the Overdrive, making it a very harsh downgrade when used with Viking's Overdrive. 

 

For the logic, my guess was that statistically, SCCM was superior to Sledgehammer so they gave Sledgehammer a boost with Viking's Overdrive. It' the opposite really. 

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There are so many tunder protection users, on top of which sledgehammer increases reload by about a second. If anything, it should be buffed..

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There are so many tunder protection users, on top of which sledgehammer increases reload by about a second. If anything, it should be buffed..

M4 Sledgehammer with Double Damage can two shot unprotected m4 medium hulls 25% faster than m4 stock thunder with Double damage can.

 

It also 3 shots unprotected m4 heavy hulls 25% faster than stock can.

 

So sledgehammer definitely needs a nerf because of that.

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